Miller's Mind training for children Book 2 (of 3): A practical training for successful living; Educational games that train the senses — John Stuart Mill — John Shaqi
Miller's Mind training for children Book 2 (of 3): A practical training for successful living; Educational games that train the senses
John Stuart Mill · en
Tie........ Lair....... Nail....... Veil.......
Dime....... Judge...... Roach...... Bomb.......
Sash....... Lap........ Movie...... Cook.......
Taffy...... Meat....... Mouse...... Beehive....
Lady....... Enemy...... Bath....... Puss.......
Jam........ Rower...... Foam....... Home.......
Ledge...... Mush....... Glue....... Towel......
Chief...... Knife...... Beach...... Ivy........
Dot........ Robe....... Fife....... Nose.......
Horn....... Foot....... Office..... Limb.......
Hammer..... Gum........ Town....... Jail.......
Hinge...... Pear....... Wheel...... Wolf.......
Rock....... Fish....... Duck....... Goose......
Mop........ Coffee..... Toes....... Moon.......
Kite....... Papa....... Ocean...... Nero.......
Pony....... Snow....... Lily....... Roll.......
Fur........ Deer....... Chalk...... Mike.......
Cage....... Egg........ Ashes...... Knob.......
Book....... Tub........ Nun........ Lasso......
Fob........ Lion....... Army....... Vine.......
Net........ Chair...... Mail....... Car........
Wire....... Log........ Ink........ Pail.......
Dish....... Ship....... Roof....... Fig........
Whip....... Heart...... Rose....... Cap........
Shed....... Mama....... Cane....... Daisies....
After you have worked out the number value of each of the Code Words,
turn back to them on page 80 and check them there, noting how each
follows in proper sequence by number value.
The Game of Number Code
After becoming familiar with the values of the number Code, the Game
Code, given on page 42, can be very much improved in its complexity,
and consequently, in its resulting mental development.
[Illustration: Front]
[Illustration: Back]
Have the one hundred words on one side of the card and the
corresponding numbers from one to one hundred on the reverse side as
illustrated. Deal all the cards, have no draw pile. All cards in the
hand and in reserve piles on the table are to be with the words up and
the numbers down. Start by playing the cards into the middle of the
table with the numbers up, beginning with cards which bear numbers
ending in 1. The next card is played word up upon the pile; then, if
no one calls "Code," turn the card over and if it should be that this
card does not bear the following consecutive number the card must be
replaced in the player's hand and the player ceases with no penalty.
If, when the word is played, some other player, who knows by the number
value of the word that it is an error, calls "Code" before the card is
turned over, then, if correct, he is entitled to give the player a card
from his hand. The game is played and scored as in Code, but has the
added value of requiring the players to know the number value of all
the words.
The Number Game